Balance Mod v1.12 Available! |

Greetings!
I've posted v1.12 of the Balance Mod. It features the usual bug fixes, some changes to how seeker attributes are determined, plus AI improvements in terms of Alliance diplomacy and fleet activities. There's also some fixes for bugs that affected ministers used by players such as the retrofit or population transport ministers. It's save game compatible with v1.10/v1.11 games.
http://www.captainkwok.net/balancemod.php
I'll be away for the next couple of weeks, so I'm hoping that this version will be rather stable. Keep an eye out for hung turns when continuing v1.10/v1.11 save games - you shouldn't encounter any, but I might have missed something.
The source files and updated tech chart will pop up eventually.
Version 1.12 (21 December 2007)
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1. Fixed - Error in target listings for Small Anti-Proton Beam and Small Anti-Matter Torpedo
2. Changed - Skip Armor now has 100% penetration versus armor
3. Fixed - Some seeking weapons had incorrect descriptions
4. Changed - Seeker defense bonus now based on defense systems tech area
5. Changed - Seeker damage resistance now based on armor tech area (or racial trait tech area for racial trait seekers)
6. Changed - Adjusted the scale of ships in combat (Thanks MrWho)
7. Changed - Increased the number of levels of the Mine Sweeper component
8. Fixed - Sometimes Cue Cappa fighters had no weapons
9. Fixed - The AI was sometimes not adding combat sensors or ECM on fighters and troops
10. Fixed - Error in sort routine for choosing attack locations and nearby enemies
11. Fixed - Error in AI Medical Ship design
12. Fixed - Sometimes the AI's resource ships were attempting to remotely mine in an occupied sector
13. Changed - Some AI players were building too many remote resource ships
14. Fixed - Sometimes Ministers would not use or retrofit a player's design type correctly
15. Added - The AI will designate systems to avoid for non-combat ships
16. Fixed - The AI was not spreading its supply ships between fleets effectively
17. Changed - AI will designate some fleets for attack, others for defense
18. Fixed - The AI in team mode would sometimes break its treaties with others AIs
19. Added - Support for AI Alliance diplomacy
20. Added - The AI will assign a priority value against their opponents
21. Changed - AI fleets can now attack multiple targets in a turn
22. Changed - AI Colony Ships will attempt to load a Weapon Platform if colonizing a planet in a defensive or nearby enemy location
23. Changed - AI will launch mines more frequently and in greater numbers in their defensive locations
24. Fixed - Ships that rebel due to events or intelligence will join a known race or the race responsible for the intel attack
25. Changed - Only vehicles that have movement will have their orders changed through events or intel attacks
26. Updated - AI Scripts

Re: Balance Mod v1.12 Available!
thanks and happy holidays!

Re: Balance Mod v1.12 Available!
thanks for making us a nice x-mas present.
hope you´ll spend some nice time in whereeveryougo 

Re: Balance Mod v1.12 Available!
I can't seem to get all 14 empires in a game with 1.12 even when I change every game setting to 14 empires.
Re: Balance Mod v1.12 Available!
Excellent, cant wait to try it, you da man Kwok 8D. Merry Xmas and have a happy new year.
Isdahl
Re: Balance Mod v1.12 Available!
Does the Autocomplete on ship builds not work with this mod? Doesn't seem to fill anything in.
Re: Balance Mod v1.12 Available!
Just saw this today... any reported problems with the SEV 1.66 patch? (Just saw that today, too.)
And Cap, would be nice if you could have a separate download of your mod withOUT the FQM, just so there is a public option for that, not just being the only one with it edited out and not being compatible with everyone else 

Re: Balance Mod v1.12 Available!
I too would also like a version without the FQM ...stuff
Re: Balance Mod v1.12 Available!
Well, for now this seems to work fine for me, even now tried with BM 1.12 but I would like to see an official release without FQM so there are more out there that may use it for PBW, too.
Just remove these files from the Balance Mod 'data' directory and you can play Balance Mod without FQM.
Quadrant Types.txt
XFilesClasses_Stellar.txt
BitmapEffects_System.txt
StellarAbilityTypes.txt
Formulas.txt
StellarObjectTypes.txt
SystemTypes.txt
Re: Balance Mod v1.12 Available!
I'm having a bit of difficulty with the population production modifiers. I've got a sphereworld with 43b population, but my production bonus is only 100%. Is this working as intended?
Re: Balance Mod v1.12 Available!
No worries, maybe when FQM has some less cartoonish looking planets, I'll try it out again...
Re: Balance Mod v1.12 Available!
Oh, I'll have to try it again with FQM, last time I thought I remembered seeing...
Didn't I have to have the stellar and some other media pack installed to use FQM? I thought that's where the planets came from...
Re: Balance Mod v1.12 Available!
I did not know that, I think because when I first installed BM I updated FQM to the latest, including the packs. Thanks for the info.

Re: Balance Mod v1.12 Available!
Anyone else having problems with supplies during ground combat with BM 1.12? 50% of all my attacking fighters retreat during ground combat for a lack of supplies. This happens about 90% of the time when attacking planets and always 50% (rounded down) retreat for supplies.
Remember! If someone is trying to kill you, you kill them first!

Re: Balance Mod v1.12 Available!
Relations need looking at for the next version.Pretty much everybody hates everybody 60+ turns into the game.Politics is pointless as it stands, makes a boring war only game.
Re: Balance Mod v1.12 Available!
All enemy games are more challeging (I often use that AI vs player setting). I eventually have to take everyone out anyway. 




Re: Balance Mod v1.12 Available!
I no longer have problems with hung turns since you posted the update and this final 1.12 version. I am playing my old 1.10 to 1.11 to 1.12 game just fine again. Thanks again Captain Kwok for working hard on this!
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